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	<id>https://wiki.frictionalgames.com/page?action=history&amp;feed=atom&amp;title=HPL3%2FAreas%2FLiquid_Area</id>
	<title>HPL3/Areas/Liquid Area - Revision history</title>
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	<updated>2026-10-04T03:48:18Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.frictionalgames.com/page?title=HPL3/Areas/Liquid_Area&amp;diff=7199&amp;oldid=prev</id>
		<title>TiMan: Add source-verified reference and identify information needing expansion.</title>
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		<updated>2026-10-02T11:34:48Z</updated>

		<summary type="html">&lt;p&gt;Add source-verified reference and identify information needing expansion.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{shortPageTitle}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Liquid&amp;lt;/code&amp;gt; is an area class defined in &amp;lt;code&amp;gt;editor/userclasses/AreaClasses.def&amp;lt;/code&amp;gt; in SOMA, Amnesia: Rebirth and Amnesia: The Bunker.&lt;br /&gt;
&lt;br /&gt;
== Class variables ==&lt;br /&gt;
The following table records the shared class variables and their definition defaults. Descriptions are taken from the class definitions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Variable !! Type !! Definition default !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;Density&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || Density of the water. The higher the heavier things float.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LinearViscosity&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || The higher, the more slowed down things will be in linear transformations (changing position)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;AngularViscosity&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || The higher, the more slowed down things will be in angular transformations (changing rotation)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PhysicsMaterial&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Enum&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Material of water.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;PlayerSpeedMul&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0.8&amp;lt;/code&amp;gt; || Player speed is multiplied by this when in water.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;HasWaves&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Bool&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; || If object will go up and down in a wavelike manner.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;WaveAmp&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0.04&amp;lt;/code&amp;gt; || Height of waves.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;WaveFreq&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; || How fast the waves will go up and down.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;MaxWaveDistance&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;25&amp;lt;/code&amp;gt; || Max distance from player that objects get waves. This is an optimization thingie.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;UpperMaterial&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;amp;quot;&amp;amp;quot;&amp;lt;/code&amp;gt; || The material of upper water surface.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;LowerMaterial&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;File&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;amp;quot;&amp;amp;quot;&amp;lt;/code&amp;gt; || The material of lower water surface.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;GridSize&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Size of the grid tiles. 0 = no grid&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;TextureTileSize&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || Size that a full texture takes up.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;StaticMesh&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Bool&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; || If the area is never to move, it is best to have it as static! (renders faster)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EnvParticlesToClip&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;String&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;amp;quot;&amp;amp;quot;&amp;lt;/code&amp;gt; || Name of the environment particle layers that should be constrained to this area. Wildcard accepted, use space to seperate multiple&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;UseFog&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Bool&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; || If there should be fog under the water.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FogColor&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Color&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;1 1 1 1&amp;lt;/code&amp;gt; || Color of the fog&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FogStart&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Start of fog&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FogEnd&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || End of fog.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FogFalloffExp&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; || The fall off of the fog.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FogBrightness&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Float&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; || The HDR brightness&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FogUnderwater&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Bool&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || If the fog color should be multipled in adition to be alpha blended with geometry&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;FogSkybox&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Bool&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || Should the fog color come from the skybox&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;EffectOnExit&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Bool&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; || If effects should be used as the camera breaches the surface of the water.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CameraCollideCallback&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;Function&amp;lt;/code&amp;gt; || Not specified || Callback for when the camera enters the liquid area. Syntax: void Func(int alState). alState: -1=camera left, 1=camera entered&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CameraEnterEffectPreset&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;String&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;amp;quot;&amp;amp;quot;&amp;lt;/code&amp;gt; || MapEffectsHandler preset to use when the camera is inside the area&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CameraExitEffectPreset&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;String&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;&amp;amp;quot;&amp;amp;quot;&amp;lt;/code&amp;gt; || MapEffectsHandler preset to use when the camera leaves the area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[HPL3/SOMA/Areas|SOMA areas]]&lt;br /&gt;
&lt;br /&gt;
== Documentation to expand ==&lt;br /&gt;
Creation workflow, runtime behavior and a worked map example need expansion.&lt;br /&gt;
&lt;br /&gt;
[[Category:English]]&lt;/div&gt;</summary>
		<author><name>TiMan</name></author>
		
	</entry>
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